How Do you stop players from making suicidal decsions?

Here's a question for ya: what happens if the party wins?

The only people that they're facing that are genuine threats are the L15 Cleric and the L19 Bladesinger (I'm not familier with Bladesinger, but I remember the official 3e version was errata'd for being too weak, or something like that). The fact that one of those people is 19th level is pretty serious in of itself, but if she doesn't get Time Stop & Horrid Wilting (I'm guessing that's what happened to the 17th level party that was instantly killed by the 22nd level lich), then she'll probably just be the last enemy standing, and nothing more.

While the fact that the player's aren't even prepping appropriately for the battle is not a good sign, there isn't much prepping that the drow can do that isn't either a) very short term, or b) fairly obvious.

Mind control magic isn't all it's cracked up to be. Magic Circles and Protection from (insert alignment here) practically negate it. Unless no one in your group has realized that that's all it takes to counter a Charm or Dominate spell, the frontliners ripping their comrades to shreds isn't going to happen.

If these people have been playing their characters for two years, I would hope that they fully understand what their characters are capable of. Don't assume that they're already dead quite yet.
 

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Prep wise the Drow are ready with their Cat's Grace, Bull's Strength, Stoneskins, Protection From Arrows, Resist Elements, etc. The Party really has only one real wizard and the clerics didn't memorize spells that day for a battle because they weren't expecting to fight one. The drow, ever suspicious of this bunch due to several previous battles and parlays, always arrive "spelled" up with protections. The party, deciding to abandon their current assignment in favor of taking the drow, are ill prepared for a physical melee. Also, aside from their 12th level wizard, none of the multi-classed wizards has a chance of beating the drow spell resistance, at least not on the high level ones. It should be interesting.
 

I would think that if there are Drow out here then there would be elves, both offical and indipendant. If a fight starts, don't be afraid to have two or three Rangers or Druids pop out to help. Not high level ones, only around level 7-13, but those Arrows would be a big help. Especally if they took a ready action to fire at one of the spell casters should they cast a spell.

And a few Dispel Magics would be perfect from either the Cleric or a nearby Druid.

In fact, I would hope that Dispel Magic would be a spell that your spell casters regularly prepare.
 

Looking back over this thread, I might be confused about something:

Is the party face-to-face with the Drow right now; they just ended negotiations and intend to immediately attack?

I assumed that they ended negotiations and then returned to some neutral spot to argue about what to do next. This would allow you time to inject items or distractions into play. But if they are face-to-face, the solution (if there is one) must be something immediate like BlackMorias Sense Motive check.

Did anyone mention the idea that multiple Abjuration (?) spells cause a shimmer effect that can be Spotted? Or perhaps an INT check to notice that the Drow are more nimble and stronger looking than they were in during the last encounter. (Assuming that the buff spells are already online.)

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As for the TPK, I dont know if you've done this as a DM, but I'd really advise trying to find some way around it. PCs have certainly died in my campaigns, but I have only DMed one TPK and its a flat note to end a campaign on.
 

They just finished a prisoner exchange and are discussing what to do in some dwarven ruins in the Hellfurnaces. They are in hostile territory which is controlled by King Snurre of the Fire Giants, a drow ally. They are aware that the drow have multiple abjurations but I think that they main instigators of this plan are just tired of always having to let the drow get away for another day and have even mentioned that dying in a fight is better than dancing on strings anymore.
 

Sounds like your players want a little more action in the campaign. Of course, they may just want less negotiations.

Regardless, they're the ones who said they'd rather die then continue with this. That's pritty strong. I think you have to let them do the fight.
 

Actually there has been plenty of action, there have been plenty of dungeon crawls, several large battles, plenty of role playing, etc. It really is only one player spurring this on but he has appealed to the alignments of some characters and played to the stats of the others, i.e. the characters with the low wisdoms and intelligences. He has told me that being a dwarf and anti-drow, he wouldn't stand for this constant harassment by the drowm and regardless of the outcome, priests of Clangeddin view dying in battle a glorious end. I dunno. Anyway, tonight is the night for the rumble. We'll see if the priest of Heironoius can plead his case for restraint one last time.
 

I would say, pul no punches and let them feel the concequences.

You dont want to seem like a dm who saves the pc's at a hard fight.

And the dice and players might suprise you! Them dice are fickly bastards!!

Good luck, and let us know.
 

Yeah, I really hope that it doesn't come down to fickle dice. I would hate to see bad things happen simply because the gang can't get good rolls tonight. That always ruins the fun.
 


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